Full Mojo Rampage is a rogue-like game that takes place within the confines of the Voodoo reality. In this realm only the most powerful rites and powers can provide a safeguard against evil. Dying is not the end, only the beginning to becoming a stronger voodoo soul!

March 4

Hi everyone,
We are releasing a patch (1.0.123) with some tweaks and technical improvements.

As some of you requested, we added the option to leave the game in between levels. So now if you need to stop playing for any reason you will be able to come back later and continue from where you left.

A new option will appear on the main menu to "continue" the game.

- 2nd controller can join a game at any time. No need to start a new game.

- Fixed an online achievement that was not being completed.

We are still working on the console version of the game. It has been a lot of work but now we are making a lot of progress! Should be out in no time.

Reviews

“Full Mojo Rampage could be the next great rogue-like. I had the privilege to play a few hours with the alpha version and came away, for the most part, pleased. The game plays very similar to a more expansive version of Binding of Isaac, but instead of using a keyboard to shoot projectiles, players utilize a mouse. The magic shooting feels very smooth and intuitive. The pace of the combat is fairly fast and, at times, can turn into a bullet hell very quickly.”
HardcoreGamer

“The alpha is surprisingly polished, mostly lacking in content and minor tweaks. Over The Top Games may have a top quality AAA indie title growing in their offices.”
Capsule Computers

About This Game

Full Mojo Rampage is a rogue-like game that takes place within the confines of the Voodoo reality. In this realm only the most powerful rites and powers can provide a safeguard against evil. Dying is not the end, only the beginning to becoming a stronger voodoo soul!

The game includes several multiplayer cooperative and competitive modes to play with friends.

Key Features

Randomly-generated items and levels in beautiful 3D. Not two playthroughs will be the same.

Improve your character by leveling up and unlocking voodoo pins that you can use and upgrade to receive special bonuses.

Online Co-op: Up to 4 players can play together each campaign.

Multiplayer VS modes: Play online with up to 8 players in fiersome battles. (Current modes available: deathmatch, team deathmatch, Capture the Flag, King of Mojo). Level up and customize your character to show your friends who is the best!

Tons of items and unlockables: masks, pins, mojos and power-ups.

Unique “class” system that revolves around choosing a voodoo god each with their own special powers and attributes.

Music composed by Alistar Lindsay (Prison Architect).

Several easter eggs from our favorite games!

The Quests

When you start a new game you can select which quest you want to do. Each quest has a different story, goal and setting. The quest map and each individual level is randomly generated, so you can replay the game and be challenged each time.

Customizing Your Character

After choosing a quest you will be able to customize your character.

In this screen you can choose a mask, a parent god and the voodoo pins you want to carry. In one of the last updates we added "Blessings" as an extra expensive buff for the current quest you want to play.

Each god has a set of spells that define how you play the game. There are 8 voodoo Loa you can unlock.

Voodoo Pins are very important. They provide unique bonuses that will help you in the game. At the beginning you wont have any pins unlocked, but by playing you will unlock them and with the gained gold you can upgrade them. The number of pins you can select at the same time will increase as you progress in the adventure.

In this menu you can also level up your character once you have enough experience. Experience is gained by exploring, progressing through the levels and doing events.

The Dungeon Map

There are many events that are quite fun and have some surprises, so make sure to visit all the "?" icons as those are special challenges for your current game.

Gameplay

Each level is randomly generated with enemies and secrets.

In future updates we plan to add some crafting or mixing options to customize your items.

Levels have doors to vendors, god shrines and mixing rooms: the more you explore the more prepared you are for the dungeons!

In this world death is around every corner, though do not fret! Dying is not an end, and rather only a means of becoming a stronger voodoo soul! Being a practitioner of voodoo has nourished your soul with immortality. As such, any gold and experience you earn will persist with your character through death itself. Use this gold and experience earned to buy new pins and the favor of Loa to progress through even harder challenges!

I fell in love with the game the first hours i played it.The idea is amazing, the concept, lore (well, not that this develops the lore on it's own. More like the lore it's based on. Voodoo folklore) art and etc are 10/10The gameplay it kinda gets boring after a while so 6/10It becomes really repetitive, and i had to grind XP a couple of times to get enough power for the next level.Not so bad, i could farm medals and gold and pins to complete the arsenal.But after a while i recognized the game hasn't been updated.You can check the updates log in the title screen.This thing was updated once.The game is OFICIALLY DEAD. No one even plays at the multiplayer.But i was cool with it. No problem.I mailed the Devs, you know, feedback. I told them about a couple of discrepancies.Like the situation i have here (i dunno if i'm the only one) But i noticed only Baron Samedi and Maman Brigitte are the only ones with in-game dialogues (you know, how they sometimes talk to you depending on your rage bar?)They mailed me back telling me "That's not supposed to happen, we'll check the problem"No bug fix update.I was still cool with the situation up to that point.Then after some hours playing the last mission (because Maman Brigitte levels are as long as hell) i was JUST about to go against the boss. I went into the last level (a snake one) before the boss'RIGHT in the middle of a battle the Death screen pops up.I am sure as i'm sure the sky is blue, my life meter was full. Because i was looking at it while the screen told me i died!When i die it depletes, and returns me to the main screen when i hit Exitor Retry, whatever.But it was full. And still the game just was like "Exit or Retry, idiot?"I mailed the Devs. With some nice words at least i could say "Ok. A bug in a critical point. It happens. This was just bad luck"They didn't answered.I mailed them back a couple of times.No answer.One thing is to make a buggy game.Other thing is not to make bug fixes.And another thing is to throw a perfectly updatable game, and not make a single update.And i'm perfectly cool with these. I'm not a raging person.But the thing is, this title is valued in a bit more than 10 bucks. Also when a person ignores you, thats just rude.And if there is something i can't stand besides low sugar food is rudeness.I would only recomment it if it was 2 to 4 bucks.

*Update*Thanks to ZeRo|*Grizzledorf* i got the chance of knowing FMR MIGHT get updated.Here is a link to the discussion, again thanks to ZeRo|*Grizzledorf* :

Pretty cute and good Roguelike 3D Topdown Dungeon Crawler :) Has pretty cute gfx has a very Tim Burton look too it and feel too it ! The Controls are spot on :) The music is pretty good also very Danny Elfman sounding ! Has a few unlocks also you can get with codes for masks and stuff (check the steam forums for the game ) :)

To sum it up, open world Isaac. You will like this if you also liked Isaac. But you may like this even if you did not, since it has some unique properties as well. But, it does not feel that complete yet, although it surely is fun.

(the game is not an openworld game though, but comparing this to Isaac the feel is there)

Features:- The world is less randomized than it is required to be a roguelike. Actually, only order of the subquests and enemy types changes each time. While the map is also randomly generated, it does not do anything to the gameplay.- Mojo Mixer is a well thought mechanism, really adds to strategic depth. And feel of shrines whether it is a risky choice or a gift is well done.- It has a story, and a mild sense of humor.- Gameplay-wise actually this is better than its counterparts.- Just tried two of the gods, felt really unique. This is how it should be.- There should be more achievements and rewards for completing each quest for different gods etc.- Daily quests is useful to continue to play. So is endless mode.- Even though the gametime is short, it is a hard game even at normal difficulty. And there is 4 more level. So it would have long gameplay.- Use of wands is too shallow, since there is not any seperate wands inventory. Found a good wand but killed the boss already? This is sad, since it wont be with you for long.- Persistence between lives is not overdone, so it does not feel like grinding.- Item designs are good. But there are a few to be considered a roguelike. In my current playtime (6 hours) I saw more than half of them.

-i forgot one thing. optimization with this game just sucks. I am playing at 1280x720 resolution and medium level of graphics, and it barely is okay with my newly bought laptop. (I played better games with better settings) Since this is a roguelike, and roguelike players are not into graphics that much, this is not a big problem.

-UPDATE(03.02.15): This game's last content update was in May 2014. If this attitude of developers continue, I may change my review into a negative one, since being a roguelike requires randomness, and randomness requires lots of content.

Gameplay: 10/10 (Items, sticks and things to use and decide on. what more could you ask out of a game like this.)

Presentation: 9/10 (Game looks pretty ♥♥♥♥ing great, it has a 3-d overview look and the game runs smoothly, and its smooth, and everything works together.)

Soundtrack: 9/10 (It fit, it was great. Not complaining.)

Replayability: 7/10 (I want to play this with friends however if someone doesn't play with you for one or 2 goes they feel underpowered until we all reach level cap. Kind of takes away from it, also there's a lack of people to play with.)

I have to say that I love this game and although it was said that multiplayer was death in last 3 days I never had problem to find someone to play with with.

Full Mojo Rampage is one of those games which came out of Early access done really well. The game is rogue lake with random generation, 4 main quests playable on 6 different difficuilties (each one offering aditional challenges), daily quests, survival modes (unlimited and X waves) and multiplayer both local and online.

When it comes to gameplay you have 8 different "gods of voodoo" you can choose from, each one with 2 different active abilities. From passives you pick several (based on your level, currently at lvl 11 I can pick 5 of them (out of 24)) by default and up to that you can buy blessing for ingame currency. When it comes to currency game works with 2 of them - medals, which are only working out of game to unlock new gods, masks and blessings, and gold, working as unlocks of new levels of pins (passives) and ingame currency for shops.

Overall i had a great time with FMR so far and I will probably go back very soon :-)

Excellent and overlooked rougelike in the same gameplay vein as Binding of Issac. Also a lot less forgiving than Issac to the first time player, but the upgrades over time make this a game you'll want to come back to again and again.

This game really shines if you have other people to play it with. At the time of this review, I can't speak for any other way to play other than with 3 people you know through Steam chat or Skype. Hilarity, hijinx, and hoodoo await!

I picked the game up when it still was in early access and I regret nothing. It's a fun rogue like in the style of binding of isaacs with lots of unlocks, mask and secrets to discover. It runs and looks great, provides online multiplayer support and is in general quite polished. The difficulty can be tough from time to time and each chapter can also be replayed with a harder difficulty setting. Your character progress throughout the game even if you die in a chapter and with the collected gold you can unlock new stuff you can start your next run with. Overall a great game I can only recommend for fans of the genre.

It's times like this that make me wish our choices were "yes," "no," and "maybe if it's on a really good sale because paying full-price for this game is like paying twenty dollars for a snack-sized bag of Doritos."

The setting is nifty, but nothing else really stands out.

It's a roguelite that doesn't pick up after a few hours, and the actual gameplay is more like a twin-stick shooter with upgrades. Some people might compare it to Binding of Isaac, but I've put dozens of hours into Isaac and still enjoy it—I was bored of this one in less than five hours.

If you didn't think there was enough "Gauntlet" in "Gauntlet", you should probably invest in this. I will mention Gauntlet rather a lot in this "review", btw.

The first point, and it's a reasonably large one, that this game scores over Gauntlet is that it has genuinely random (thus replayable ad inifinitum*) levels and a fairly expansive character customization section make this a far more worthwhile purchase. Gauntlet promised randomised, limitless levels and failed to deliver, preferring instead to rotate a level through 180degrees or make you do them "the opposite way round" (from start to finish in a 'death' level, for example). It's obvious, woeful and does nothing to hide the fact that you're always playing from a small group of levels that can easily be remembered, no matter what way round they are.

There are also more "world types" than in Gauntlet.

The player upgrade system is somewhat similar but, again, full mojo rampage has a better one. There's more to spend your ingame currency on and the prices of everything gets quite high so you need to take time to find cash. This isn't annoying, however. Also, found items can be sold in the shops ingame, which produces a lot of extra cash. Item drops are random and there are a LOT of different items that you can find. You can also mix together 2 items to get a single item with all the effects of the 2 individual ones. This is a fun way to make interesting "charms" to equip and also an interesting way to cause a sort of "inventory game" to arise, wherein the player must decide what stuff to keep/dump in favour of potentially more useful items. You can also expand your inventory, too, so it's possible to carry more. I liked this aspect of the game as, again, it adds another random dimension to things that makes each playthrough different.

I've put a fair amount of time into the game and I still find it fun to go back and play more. Also, I have yet to complete all of the levels on "hardcore" difficulty, which requires a more levelled up character. I think, beyond that, there's "nightmare" or "insane", something like that, so there's plenty of reason to return and play more*. I will be trying to finish all the levels at all skills and will probably wind up doing so at some point. I see this definitely as a game I can return to in future as I've enjoyed it and it does a lot of things that I, personally, like in games.

Some people have said this is tough but I think it's reasonably easy, it's far easier to solo than Gauntlet, for example, which is easy enough but you have to adhere to a plan/play style to get through. You have much more option to just "muck around" in full mojo rampage, as a result of the levels being more open and monsters spawning/wandering randomly instead of coming from "summoning stones" in closed rooms (another bad point about the new version of gauntlet).

Finally, it's not really a roguelike, tbh. There's a lot of games called Roguelikes these days but I would say this has much more in common with something like Gauntlet or Alien Syndrome. Neither of which are roguelikes. Unless you count Gauntlet 4. People seldom do, despite it being by far the best version (genesis cart, have a look if you like Gauntlet). HOWEVER, I did play one game where I was transported to a random dungeon that was made of ascii and I had to fight various "G" and "M" symbols. This was excellent and I would probably play the whole game in this manner if the option existed. There are some nice little diversions like this in the game. As I've mentioned, you're never quite sure what's going to pop up and, for this reason and the others above, I rate this as a really good and fun game.

Fantastic Rougelike. It hits a very nice balance between giving out power-ups and being punishing to just a few errors. The timers between deaths needs to be sped up like crazy, but other than that I really dig it.

3.2 hours of crying and raging. Yes. This game is too fun, and the replayability is very solid. But guess what... LET'S SHOVE A ♥♥♥♥ TON OF MOBS IN YOUR FACE ON QUEST 1, YOU'RE GOING TO DIE SO MANY TIMES BECAUSE YOU HAVE TO GRIND AND GET TO LEVEL 10410401041 AND YOU START AT LEVEL 1 YAYAYAYAYAYA! Now, let me rest in pieces after I try and beat Quest 1 again. ;(

On a serious note, though, the game is a very beautiful top down dungeon crawler Rogue-like with up to 4 Player co-op vs AI or go against those 3 other people too! Replayability seems pretty solid from what I've seen; however, I only have two cons.

1. The game seems a bit slow? I'm not sure what it is, but it's probably my potato computer, but as much as it's full of fun and swift killing, there's like that slow 1 second lag feeling? Maybe I'm delusional.

2. I really do think there should be more achievements and secrets. And if they could make mojos affect more of your character, for example: A mojo with, let's say... 0.5% Homing Shot Chance could affect your Voodoo Bomb or other Loa skills like Ezrulie's Tears (I think that's what they're called.)

Anywho, let's summarize the beautiful pros of the game! :D

1. Fast paced, extremely fun action aspect.

2. Lots of items to find and use to your advantage, a great pro for any Rogue-like.

3. Up to 4 Player co-op vs AI or go against 3 other players? Awesome, no?

4. Awesome abilitys accesible through the parent Loas.

5. No run will ever be the same.

6. It's not really perma-death, as you keep the character's pins, and Loas and Levels affter death, but you still have to start from the beginning of that quest.

7. Awesome models for both the Voodoo Apprentice and the Monsters he fights.

8. Little events, vendors and shrines after completing a level are a nice touch that makes the game a whole lot better, as they can deem good things.

9. IT'S SO INTENSE AND IS VOODOO LIKE WHERE HAVE YOU EVER SEEN SUCH A GAME? NO WHERE I TELL YOU! AHAHAHAH!

I, for one, continue to welcome our Neo-Roguelike caretakers (ALL WILL BOW BEFORE THE MIGHT OF THE HEGONOMY OF DARK SOULS CLONES).

First things first. Yes, Full Mojo Rampage *is* like that Binding Of Isaac game. In that same way that BoI is like Berserk; Improved upon in virtually every way. It's like if Blizzard decided to put their unique, super-effective pass of polish and gloss on a BoI game.

- The Mojo/Relic/Inventory system is a nice 'tactical balance' constant decision spot for the player to get caught up in, as are shops at which you can buy AND sell, and the Mojo Mixer, which lets you meld 2 individual powerups into a dual (cannot be melded further).- All Character Classes can be unlocked just by expending 10 Medallions (used to purchase Masks/Classes/Playthrough Bonuses), which are reasonably easy to find (can easily find 10 in a decent run - not even a good run). The Classes themselves have a good amount of playstyles represented, with the exception of a melee (although there is a close range / melee-esque class).- There are Persistent Systems for Player Level (each level you can upgrade one Stat slightly) and Gold, which can be spent in shops, or spent on upgrading persistent "Pins", which provide bonuses to your character such as extra inventory slots, more health or damage or critical chance, faster spell cooldowns, a chance to poison or slow enemies, etc. (you can carry 1-5 pins with you (Player level dependent) of the 25 or so available). Pins drop randomly during gameplay (I have yet to find a duplicate, but I still have 4 or so to find).- The level layout is randomized, as is the order or appearance of levels in the 'overworld map', for an extra layer of difference in each playthrough. Different Acts (Quests) have a very different base layout (in particular, Exploration Time Before Boss Fight decreases as you advance through the Quests).- Uses the same Elite Monster paradigm as Isaac/Risk Of Rain (and you know, Diablo/ Titan Quest), but I'm into the 3rd Act, and there definitely are not as many unique Bosses/Sub-Bosses as in Isaac.- Already has native gamepad support and genuinely good graphics (although I actually prefer the mouse aiming to twinstick shooting).- Has 2 Player Local and 4 Player Online Co-Op play (I have not yet sampled these modes)

The long and short of this is that Full Mojo Rampage gives me that 'Just one more game' feeling, as well as that pleasant surprise of getting that one item that saves your run, as well as that shock when your stupendously overpowered character dies miserably. Which brings me back around to just one more game.

I am not trying to be harsh. This game has a few good points but also there are some major flaws that I have experienced in my first half hour of playing. I will first elucidate the good, and then the bad.

Good:- Its a pretty game. Fairly unique style of graphics.

-Seems fun enough. Its nice to collect things and it seems like there is a decent bit to unlock.

-Has online multiplayer.

Bad:-Erases game progress. In my first play session I got to level 2. My second play sessions I beat level 2 and unlocked a new item. There is no way to equip items without first going to the main menu, so i quit (the game is supposed to auto save) equipped the item, and loaded my game back. It put me back to level 1. Keep in mind that moments before when I had loaded the game it had me on level 2, so this is not a case of the game simply not saving. It ERASED the progress that I had made days previously. This is a huge error that needs to be fixed before I will spend 1 more minute on this game.

-Too similiar to other games. The voodoo theme is kinda fresh but other than that the game just plays like a tired twin stick shooter. The controls feel clunky and the special attacks have terrible accuracy so you are forced to rely on your pathetic normal firing mode. Kinds feels like a diablo III with worse graphics, worse controls, and way less content.

-like I mentioned above, the user interface is poor, forcing you to retreat to the main menu in order to equip a new item. This is a bad system, or a terrible oversight in the game design.

-Zero online community. I waited 20 minutes to find one game, hit refresh several times and no games at all. Thought it might be better with some co-op action.

Overall:If the game erasing bug were fixed, if there was an online community, and if the controls were a tad tighter I might recommend this game. Right now however, I feel that there are plenty of roguelikes to choose from that are better than this one. Nothing is particularly wrong with this game (besides haivng progress erased) but there is also nothing that sets this one apart. These are the reasons that I would not recommend this game.

My first impressions. I love roguelike-inspired games such as Spelunky or Binding of Isaac but I'm not impressed with this one's gameplay so far. To its credit, its technical and artistic realization seems flawless. Haven't encountered a single bug yet, and the game's gorgeous.

But before I get to the pros and cons, information time for people who are new to the genre. This is not a true roguelike. Those are turn-based, have true permadeath (no permanent progression) and typically have unidentified items with sometimes dangerous properties. They do share procedural generation and random item and monster apparition with Full Mojo Rampage and other "roguelites".Examples of true, very fun, free roguelikes:http://crawl.develz.orghttps://sites.google.com/site/broguegame/http://doom.chaosforge.org/This said roguelikes have inspired a lot of real-time games, starting with Diablo. From now on we'll just call this game a roguelike because it's just more handy.

Cons:- The first level of the first mission, which you're gonna replay a lot of times, is boring with only two enemy types plus the occasional bigger version, healer or miniboss. You need to explore the whole thing to get all the chests and special locations, but it feels empty and uninteresting.

****HERE'S A NOTE TO ROGUELIKE DESIGNERS: PUT MOST OF THE VARIETY IN THE EARLIER LEVELS, WE'RE GONNA PLAY THEM THE MOST****

- Huge difficulty spike in the second level with the apparition of kamikazes and direct shooters, aggro a few too many monsters and you're completely overwhelmed. Then to have a chance to get used to it you must replay the first boring level.- Grindy. Because of the permanent leveling and permanently upgradeable unlocks, the aforementioned second level is gonna get easier, but only after you restart the game several times. But then, the first level is gonna be even more boring because it presents even less of a challenge. Contrast that to Spelunky and Binding of Isaac where you can never let your guard down even in early levels.

- Your max range is not well-defined, at its edge it can look like projectiles hit enemies but they don't. Thankfully there's always a sound for successful hits.- The items that change how you shoot are limited-use. That means you'll be shooting the same boring projectile most of the time. You can't even save them for when you really need them, as they instantly replace your default shot.- You get lots of items but they don't have the same impact as in Binding of Isaac or Spelunky, most give you either 5 to 10% passive buffs or one-use effects.- System for combining items sounds interesting at first, but it simply puts the characteristics of two items on one. So no Shin Megami Tensei demon combining here, it just means backtracking to free up an inventory slot: boring.- Enemies spawn as you move, and if you're moving towards the bottom of the screen, that means super close to you. Good luck if those are kamikazes. At least there's a sound to warn you of it, but I think the game would've been better with a Torchlight/Diablo-like enemy placement.

Pros:+ Great music+ Good controls, I like the mouse-driven shooting+ Nice graphics and theme+ Classes (gods) play very differently+ Many items to find and unlock+ From an initial look, good variety of environments and bosses+ The effects of items can be creative and funny: giant chicken, disco ball and so on.+ Daily generated dungeon which you can try and then compare your score to the community.

I'll revise my evaluation if I play it again and it feels more fun, but so far I don't feel like going back to it... bad sign.

It's a very good game to play with a friend and you should have fun with it for several hours. However, after some time it got to repetetive for me to keep me interested, cause the effect of the items are not too interesting. Still would recommend it if you want plan to play with a friend